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Hello to all metahuman enthusiasts!
I’m having an issue with replicating facial movements in MH. After processing the reference video, my metahumans often end up with clenched teeth and unnaturally showing their lower teeth. I would like to avoid this and ensure that facial expressions are much better replicated. In the attached video, I provide an example.
Is there anyone here who could give me some advice on how to solve this issue?
I believe I have a solution for you. Apologies if you have already solved it or if I’m late with the advice.
For us, we simply set the CTRL_C_Mouth’s Y value to 1. This is one of the controls found in the Faceboard Control Rig. If it doesn’t work, you might have to try experimenting with other baked-in controls that adjust the mouth.
You can apply this value either through the Animation Blueprint or through the Level Sequence. I have screenshots below to quickly guide you to the solution if you are fairly knowledgeable with these tools but if not, I have uploaded a few quick videos for each method if you need a little bit more in-depth instructions or want a before-and-after comparison.
Note that if you use the Level Sequence method and you use the “Bake To Control Rig”, your editor might freeze for a while (I cut that out in the video). Additionally, when the prompt comes up after selecting it, I don’t believe ticking the options off is important but I ticked those off out of habit.
For what it’s worth, based on our tests and what we’ve seen on YouTube, this seems to be an issue that applies to all MetaHuman Performance Captures. The issue even seems to be present in an official Unreal tutorial video but it’s not as noticeable. If you compare the animation of the Identity Mesh at 7:50 to the Ada MetaHuman at 9:20, Ada’s lower teeth are showing more than the Identity one.
Hope it helps. Let me know if you have any difficulties or questions.
I have tash and beard, maybe its that, i dont know, but i get the same problem. All bottom teeth and stretched bottom lip.
I have to correct it in the graph sequencer as mentioned.
There is also supposed to be an animation bp node fix too, but i couldnt get it to work.